• Title/Summary/Keyword: exploratory learning

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Exploratory Research for Happiness-related Curriculum Introduction in Medical Education (의학교육에서의 행복 관련 교육과정 도입을 위한 탐색적 연구)

  • Yoo, Hyo Hyun
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.400-407
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    • 2017
  • The purpose of this research was analyzing pre-post change of concept recognition structure about happiness and activity in which medical school students feel happiness, in order to develop such curriculum accordingly. Research subjects included a total of 36 sophomores attending medical school, and a day reconstruction method and network analysis were applied. According to the research finding, while medical school students were experiencing a lot of happiness while eating/talking and doing leisure activities, the frequency of feeling happiness through learning activities was shown to be low. Words that expressed happiness before and after were similar in many parts and 'economy' showed the highest degree centrality before and 'work' showed the highest degree centrality after. Because the structure of the concept about happiness was divided from 1 group into 4 groups including one's work, positive self, health of family, value about life etc., perception of the concept about happiness was changed from the concept about superficial happiness to the concept about actual happiness. Therefore, in order for prospective doctors who will treat human health to establish the concept and value about happiness properly, education about happiness is necessary and for this, curriculum related to happiness must be developed systematically.

EEG & Pitch data based learning concentration determination system (EEG & Pitch 데이터 기반의 학습 집중 판단 시스템)

  • Kim, Jeong-Sang;Kim, Jin-Woo;Kim, Jae-Hyeong;Seo, Jeong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.687-689
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    • 2018
  • The current EEG device can determine the concentration, but can not determine the concentration of the state. Therefore, we distinguish attitude based on Mindwave Attention data and additionally Pitch data to distinguish whether or not we are looking at a video object, and suggest a method to obtain better performance. Attention data were measured in the state where the images were viewed and concentrated. In the case of the Pitch data, Sit was measured when sitting on a desk and Lie when lying down. Attention value was 38 or more. When the value of the Pitch is smaller than -48, it is judged that it is in a prone state. When the concentration and sitting state were satisfied with this threshold value, it was judged that they focused on watching the actual video.

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Factors for Reading Motivation and Book Selection of High School Students: An Exploratory Study (고등학생의 독서동기 및 도서선택에 미치는 요인 탐구)

  • Lim, JeongHoon;Lee, Jongwook
    • Journal of Korean Library and Information Science Society
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    • v.48 no.2
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    • pp.323-344
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    • 2017
  • Despite the close relatedness of the factors for reading motivation and book selection, few researchers have examined these factors together in a single study. To deal with this dearth of research, this study was designed to explore factors of motivation for reading and book selection of high school students comprehensively. The authors conducted in-depth interviews with fifteen high school students and analyzed their responses in order to identify the meaningful factors. The findings of this study reveal the five major factors: (1) characteristics of information sources, (2) school and learning environment, (3) individual factors, (4) home environment, and (5) social environment. In particular, the five types of factors seem to have a combined effects on reading motivation and book selection. The findings also suggest that one's reading motivation is a prerequisite for his/her book selection; however, the reading motivation does not always lead to book selection. The results of this study may deepen our understanding of reading behavior of high school students, which can be used in reading instruction and designing new programs.

An Exploratory Study on Sustainable Lifelong Education Model -Focusing the Cyber University in Korea- (지속가능성을 위한 평생교육모형에 관한 탐색적 연구 -사이버대학을 중심으로-)

  • Lee, Jin-Soo
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.53-68
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    • 2010
  • Sustainable development has been recognized as one of the most important issues in economic growth since quantitative growth reached its limit. It is claimed that a non-economic value such as human right, education, welfare, and health is a vital factor for sustainable development. Most of all, education is considered to be the most important key to build up sustainable society. E-learning could make it easier for all to spread equal education out. This paper suggests a model for cyber universities which can explain how much cyber universities contribute to improve the sustainable development and what social responsibilities cyber university can carry out as lifelong education institutes. Cyber universities in Korea seem to aim quasipublic, openness, and integration to solve the educational issues we face and uncover their growth potential. Cyber universities will contribute to build sustainable society through giving a huge education opportunities for all based on boosting liberal art education, mass-education, globalization, and commercialization.

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Qualitative Inquiry on Factor for Improving Elementary and Secondary Students' Positive Experiences about Science (초등학생과 중학생의 과학긍정경험 향상 요인에 대한 질적 탐구)

  • Kang, Hunsik;Lee, Sunghee;Lee, Il;Kwak, Youngsun;Shin, Youngjoon;Lee, Soo-Young;Ha, Jihoon
    • Journal of Korean Elementary Science Education
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    • v.39 no.2
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    • pp.183-203
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    • 2020
  • The purpose of this study is to investigate the factor for improving elementary and secondary students' positive experiences about science (PES). In-depth interviews with 32 students and 8 teachers from 8 elementary and secondary Science Core schools were conducted to explore the factors for improving the student's PES. The analysis of the results reveal that the eight key factors which had a decisive impact on a student's PES were 'practice-centered exploratory activities', 'student-led class', 'positive and professional feedback', 'construction of knowledge through exploration', 'class considering student's interest and aptitude', 'use of materials related to real life', 'smooth communication and collaboration in group activities', and 'appropriate difficulty in learning content'. There were also five environmental factors that affected these key factors: 'teacher's professionalism for science classes', 'science class environment', 'teacher community in unit schools', 'change in curriculum', and 'scientific activities other than regular classes'. Based on these results, the practical implications for improving the student's PES are suggested.

Nonstandard Machine Learning Algorithms for Microarray Data Mining

  • Zhang, Byoung-Tak
    • Proceedings of the Korean Society for Bioinformatics Conference
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    • 2001.10a
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    • pp.165-196
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    • 2001
  • DNA chip 또는 microarray는 다수의 유전자 또는 유전자 조각을 (보통 수천내지 수만 개)칩상에 고정시켜 놓고 DNA hybridization 반응을 이용하여 유전자들의 발현 양상을 분석할 수 있는 기술이다. 이러한 high-throughput기술은 예전에는 생각하지 못했던 여러가지 분자생물학의 문제에 대한 해답을 제시해 줄 수 있을 뿐 만 아니라, 분자수준에서의 질병 진단, 신약 개발, 환경 오염 문제의 해결 등 그 응용 가능성이 무한하다. 이 기술의 실용적인 적용을 위해서는 DNA chip을 제작하기 위한 하드웨어/웻웨어 기술 외에도 이러한 데이터로부터 최대한 유용하고 새로운 지식을 창출하기 위한 bioinformatics 기술이 핵심이라고 할 수 있다. 유전자 발현 패턴을 데이터마이닝하는 문제는 크게 clustering, classification, dependency analysis로 구분할 수 있으며 이러한 기술은 통계학과인공지능 기계학습에 기반을 두고 있다. 주로 사용된 기법으로는 principal component analysis, hierarchical clustering, k-means, self-organizing maps, decision trees, multilayer perceptron neural networks, association rules 등이다. 본 세미나에서는 이러한 기본적인 기계학습 기술 외에 최근에 연구되고 있는 새로운 학습 기술로서 probabilistic graphical model (PGM)을 소개하고 이를 DNA chip 데이터 분석에 응용하는 연구를 살펴본다. PGM은 인공신경망, 그래프 이론, 확률 이론이 결합되어 형성된 기계학습 모델로서 인간 두뇌의 기억과 학습 기작에 기반을 두고 있으며 다른 기계학습 모델과의 큰 차이점 중의 하나는 generative model이라는 것이다. 즉 일단 모델이 만들어지면 이것으로부터 새로운 데이터를 생성할 수 있는 능력이 있어서, 만들어진 모델을 검증하고 이로부터 새로운 사실을 추론해 낼 수 있어 biological data mining 문제에서와 같이 새로운 지식을 발견하는 exploratory analysis에 적합하다. 또한probabilistic graphical model은 기존의 신경망 모델과는 달리 deterministic한의사결정이 아니라 확률에 기반한 soft inference를 하고 학습된 모델로부터 관련된 요인들간의 인과관계(causal relationship) 또는 상호의존관계(dependency)를 분석하기에 적합한 장점이 있다. 군체적인 PGM 모델의 예로서, Bayesian network, nonnegative matrix factorization (NMF), generative topographic mapping (GTM)의 구조와 학습 및 추론알고리즘을소개하고 이를 DNA칩 데이터 분석 평가 대회인 CAMDA-2000과 CAMDA-2001에서 사용된cancer diagnosis 문제와 gene-drug dependency analysis 문제에 적용한 결과를 살펴본다.

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An Exploratory Study on the Use of Clickers in Preservice Chemistry Teacher Education (예비 화학교사 교육에서 클리커 활용에 대한 탐색적 연구)

  • Cha, Jeongho
    • Journal of the Korean Chemical Society
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    • v.57 no.4
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    • pp.499-506
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    • 2013
  • In this study, clicker, also known as classroom response system, was applied to the chemistry method course at the university in Gyeongbuk, and preservice chemistry teachers' perceptions of clicker were surveyed. Before starting lecture, operation and class application of clickers were introduced to preservice teachers, and then 4-5 questions were presented to them in most classes during the term. After preservice teachers were asked to answer the questions, lecturer gave feedback based on the class answer distribution. Questions presented to preservice teachers were recall and/or understanding questions on learning contents, opinion questions, and questions about muddiest point. At the end of semester, preservice teachers were asked to rate their perception of clikers in terms of likert scale and essay type. They had positive perceptions of clicker use in aspects of cognitive effects, affective effects and media characteristics. They preferred conceptual understanding questions and monitoring questions among 8 clicker question types. Some cases using clickers in lecture and educational implications were also included.

Fostering Algebraic Reasoning Ability of Elementary School Students: Focused on the Exploration of the Associative Law in Multiplication (초등학교에서의 대수적 추론 능력 신장 방안 탐색 - 곱셈의 결합법칙 탐구에 관한 수업 사례 연구 -)

  • Choi, Ji-Young;Pang, Jeong-Suk
    • School Mathematics
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    • v.13 no.4
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    • pp.581-598
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    • 2011
  • Given the growing agreement that algebra should be taught in the early stage of the curriculum, considerable studies have been conducted with regard to early algebra in the elementary school. However, there has been lack of research on how to organize mathematic lessons to develop of algebraic reasoning ability of the elementary school students. This research attempted to gain specific and practical information on effective algebraic teaching and learning in the elementary school. An exploratory qualitative case study was conducted to the fourth graders. This paper focused on the associative law of the multiplication. This paper showed what kinds of activities a teacher may organize following three steps: (a) focus on the properties of numbers and operations in specific situations, (b) discovery of the properties of numbers and operations with many examples, and (c) generalization of the properties of numbers and operations in arbitrary situations. Given the steps, this paper included an analysis on how the students developed their algebraic reasoning. This study provides implications on the important factors that lead to the development of algebraic reasoning ability for elementary students.

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An Exploratory Study of Factors Affecting Satisfaction of Medical School Life (의과대학생의 학교생활 만족도에 미치는 요인 탐색)

  • Jun, Soo Koung;Park, Kwi Hwa;Song, Phil Hyun;Bae, Young Kyung;Kim, Seong Yong
    • Korean Medical Education Review
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    • v.18 no.3
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    • pp.174-179
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    • 2016
  • The purpose of this study is to examine the factors that influence school life satisfaction based on personal variables, self-esteem, interpersonal relationships, and perception of the educational environment at a medical school in Korea. The data were collected from 228 medical students who agreed to participate in the study at a medical school. The Dundee Ready Medical Environment Measure (DREEM) and the self-esteem scale by Rosenberg were used. Questions measuring satisfaction of medical school life and interpersonal relationships (with professors, with senior/junior students, and with friends) were asked using a 5 point Likert scale. The data were analyzed by t-test, analysis of variance, and multiple regression analysis. The satisfaction of medical school life of male students was significantly higher than female students and increased with years of schooling. In DREEM, the students' perception of teachers decreased by school years. The relationship with senior and junior students of third year students was higher than other school years. The result of the regression analysis to determine the variables that affect satisfaction of medical school life showed that interpersonal relationships with senior and junior students, the students' social self-perception, and the students' perception of learning were significant. The results of this study will help medical schools in their plans to improve the level of satisfaction for the happiness and successful academic achievements of their students.

A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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